Aven_Fallen
Aven_Fallen
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@Blueberry said:
Other than showing the survivors each others perks in lobby I don't think there's anything left to add as far as what the community wanted to get solo closer to swf.
Hopefully we follow this with some serious map reworks for size and tile strength.
IMO this should not be a feature in the Lobby, but ingame when you press "Esc" (or whatever is used for Consoles).
This would also not increase the amount of dodging, something BHVR is not a fan of.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333491#Comment_3333491
I think you know that a strong survivor doesn't requie a single perk to loop a killer for 5 gens, that knowing a 4 man team can do the same. Rarely but it happens, however... knowing this is self explanatory on why even the slowdown meta exists.
Speaking of it, why force the entire high playerbase to use the same perks in order to have a better time?
"This community is really the worst when it comes to self-reflection." - and that was really rude.
"Speaking of it, why force the entire high playerbase to use the same perks in order to have a better time?"
Nobody is forced to run the same Perks in order to have a better time. I dont feel forced to run any Gen Slowdown. I mean, I could and I would have better results. But I prefer Builds which make more fun instead. Same for Survivor, I am not running DH or any Exhaustion-Perk (except for Adrenaline), simply because I dont need it. Would I survive longer if I would run DH? Sure, I would. But am I forced to run it? No, not at all.
""This community is really the worst when it comes to self-reflection." - and that was really rude."
Nope, it is the sad truth. I think players in this game rarely have the thought that THEY messed up. Because in the end, the individual player is the only constant factor in games. And if you lose way more games than you win, you are probably the problem. (Granted, this applies more to Killer, since the Killer does not have a team which might help them win or hinders them winning, but same applies to Survivor. Because the more games you play, the more you even out the chances)
I know this from another game, players with Winrates way below 50% are blaming their team all the time for losing. So, what is more likely? That those players end up in really bad times all the time OR that they are the problem?
Same with DBD - if you lose many games as Killer, what is more likely? That you always go against really strong Survivors OR the game is very oftena gainst you OR that you might be the reason you are losing more than winning?
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333300#Comment_3333300
Overcharge shouldn't work like that at all to begin with, its a pretty bad perk TBH.
Secondly, how would you propose they do that in a way that isn't exploitable? You could hear the skill check sound and then let go of the gen so you don't have to do the skill check, thus bypassing ever having to do skill checks. The RNG on it is pretty rare, otz did a test of it and it wasn't that common.
I mean, they wrote exactly what you can do - give those Skill Checks the Overcharge-Treatment. Let the Survivor do the Skill Check, if they hit it, great, if not, they at least had a chance to hit it. Because currently you let go of a Gen and this Gen explodes. With just a Skill Check-Sound (at best) and no chance to hit it.
(And I would not mind if Overcharge-Skill Checks would be autofailed instead if the Survivor is tapping the Gen and letting go of it before hitting the Skill Check to make Overcharge better against Gentapping)
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@Devilishly_Rowdy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333461#Comment_3333461
I didn't expect your survivor main self to agree anyways. Who doesn't like free buffs and basekit perks just given to them for free right? If they made DS and Windows Of Opportunity basekit tomorrow, you'll say something like "well killers just need to git gud" lol. And no i don't wanna hear how you play both sides, cuz literally every comment you make say otherwise.
I honestly say more about Survivor because this Forum is already an Echo Chamber of bad Killer players. No reason to add another bad Killer player to the mix. :)
And yes, I play both sides and probably have more hours on Killer than you in total. And I complain less about the game, because I am fine with losing. Makes me a pretty great person, eh?
The Icons dont really help me a lot, they are more frustrating. I have more than enough experience to know what I am doing and if I die because nobody is doing Gens, it does not really help to see that they are not doing Gens. Because, lets face it - DBD is a very simple game. As long as you dont go down in 5 seconds as Survivor and sit on a Gen when you are not in Chase or Unhooking, you will manage. And as long as you are somewhat decent as Killer and have a little bit of overview AND dont overcommit to Chases, you will also do fine as Killer.
Obviously you wont escape every game or 4K every game. But this is fine.
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@Moz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333244#Comment_3333244
I'd take old DS for old ruin any day of the week. I'd also take removing 5th perk BT for 5th perk tier 1 brutal strength any day. Balanced landing was fine on launch but it was the buff + synergy with sprint burst that made it strong. I believe exhaustion existed for a time back with old ruin anyways. Aside from rating value of one perk over another it's not about the individual perks. It was the state of the game back then. You didn't have as many experienced survivors as you do today. While games are never really relaxed as killer(unless you're memeing) in that moment of time you, the killer, felt as if you had more control over the match. It was common for me to hit 8 hooks with 2 gens done and knowing I should ease off to make it more enjoyable for everyone. The commonality of that level of pressure simply doesn't exist anymore for the killer side.
I'm not opposed to BHVR wanting to make solo queue more in-line with SWF, what I am opposed to is the lack of significant balance changes that should be occuring for killer by doing that. 3k + hour players like myself will either adapt or quit. How the killers with under 500 hours will do I can't even imagine. Let's not forget that these changes are just as beneficial for SWF teams as they are for solo queuers. HUD now paves the way for better callouts. For years, survivor mains like yourself have been on these forums claiming when solo queue gets on par with SWF there would surely be significant balancing. Where is it?
You cant be serious when you say you would take old DS for old Ruin. Old Ruin was a terribly designed Perk, it was only good against bad Survivors (which are the majority). Back when Ruin was in its initial state, I was able to hit Great Skill Checks 9 out of 10 times. It did not affect me that much (aside from the lack of Bonus-Progression for hitting Greats of course). So reworked Ruin was way more annyoing for me (especially paired with Tinkerer). I would argue that it was overnerfed, but this was to remove it from the Meta.
Old DS however... Nobody wants that back. Really, did you even play back then? Old DS was not "immune for 60 seconds after an Unhook" and also no mild inconvenience like it is now. Old Ds was basically "I cannot pick up the Obsession" (unless you were able to dribble them, but this was a huge Timewaster). Non-Obsession DS was even more stupid, you thought you can pick up a Survivor just for them to be free shortly after without any tell.
BT basekit was an overall healthy change. Really, it is not really good design when the Survivor on the Hook has to rely on the Survivor unhooking them to have a Perk. I was running BT back then (and still do it, since it is still good), but when I got unhooked without BT while bringing it myself, it was really frustrating.
Regarding Killer being more stressful - see my previous post.
And as I have already written, I currently doubt it that Killer needs a Buff. You can win with every Killer, even the weakest ones, against the MAJORITY of Survivors. And if you are somewhat good at Killer, you should almost never lose with Killers like Nurse, Blight, Spirit or probably even Wesker.
And well, I have 8k hours in this game and probably more on Killer than you overall. It is not like I dont know what I am talking about. (Even tho, I would not consider myself good with any Killer, I dont win the majority of my games (except for Nurse, but this is Nurse), but I also dont blame the game the whole time...).
So yeah, maybe let the Devs do their thing and let them see IF Killers actually need a Buff. But I know that some Killers will always demand a Buff, because they struggle with this game.
And, last but not least - why should a 500 Killer win against Survivors who are more experienced? (same the other way around, why should a 500 hours Survivor win against a much more experienced Killer?) It is completely ok to lose against better players.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333244#Comment_3333244
Here's another logic.
DbD in 2016 till 2023 whatever updates happened the game evolved as people understood the way of playing optimally. We've gotten to a point of optimized play with or without any balancing update as people have the right knowledge of how to "win" in a game. Survivors playing "optimally" is enough with the current game progression to make you as a killer even go "dizzy" from your game trying to pressure up.
Breaking the gap between soloq and SWF is an amazing update but with how the game evolves in terms of player's efficiency you are adding a huge frustration layer on the killer's base. Forcing people to play meta (be it perks or playstyles) is uncomfortable but even those that are competitively playing have a hard time as the balance of the game when you were facing from 2 man SWF to a full man squad was incredibly stressful if you were looking for a good match. Now that everyone has all the information in the world with how fast the games is very worrying to me.
I am not complaining but I'm not feeling great either.
OK, first of all, why do you (and others) only act like only Survivors got better over time. Killers got better over time as well. And they got some insane Tools like currently a very strong Slowdown-Meta.
The thing is, the gap between SoloQ and SWF got smaller, but SoloQ is nowhere near SWF-Level. The strong part about SWF is to remove the RNG of your teammates. If you have a 4 man-SWF full of good players, you will play every game with good players. If you are Solo, you might end up with 3 good players as well - or 3 really bad ones. And some Icons will not suddenly make Survivors efficient. People who waste their time looting chests or cleansing Totems (or being inactive and running around) will not suddenly to something because they see Icons.
I have seen Survivors not doing anything (like, nothing, no Icon Chance) for 4 full minutes into the match. And this is no exception.
And well, Killer will always be more stressful than Survivor. Because it is just logical that the "Team" which is alone will have it harder against the Team of 4 players.
I would even question if Killer really needs a Buff with that Survivor-Update. Because, lets face it - for some people, all the Buffs will never be enough. They can probably change Gens that they need 2 minutes to complete and some Killers would still struggle and demand more. They can remove half of the Pallets and some Killers would still struggle.
The sad reality is that many players in this game are just not good and just unable to accept Mistakes. Oh, you got tunneled? Or was the reason you died because you went to the Gen injured while the Killer was nearby? Oh, you lost? Was the reason SWF/more information or maybe the 20 Hatchets you missed as Huntress?
This community is really the worst when it comes to self-reflection.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/363117/so-solo-is-buffed-to-swf-level
It’s so funny to me when people like you complain and say “this shows the devs don’t understand xyz”. You don’t think decisions are guided by accurate game data?
What do YOU know about developing games? Or balancing an asymmetric 4v1 game with a micro and macro game? Please share your knowledge that’s superior to the devs. We would love to hear it.
OP knows that they are losing a lot of games, so it must be the games fault. And the Devs have to fix this.
@Topic:
Even with the Icons, Solo is not on SWF-Level. Since information is still not the strong part of SWF.
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@Moxie said:
Glad this perk is terrible.
Last thing we need right now is more "generator go fast" perks on x4 survivors.
Potential Energy is a Noobtrap. Shows a lot if someone actually thinks the Perk is good...
@Topic:
To be honest, I would prefer if they would fix this "Getting an auto-failed Skill Check when letting go of a Gen" would be fixed.
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@Moz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333047#Comment_3333047
You say this often whenever there is a big buff to survivor. First of all, you've been playing long enough to know that's not true. Killer's were probably at their strongest with original ruin. False statements of whataboutism doesn't get us anywhere. Aside from the old infinites this is definitely the strongest surviors have ever been.
Killers were not at their strongest with old Ruin, because there was so much broken stuff in the game for Survivors at this point. Old DS, even nerfed DS with actual 60 seconds of immunity. Old Balanced Landing. A lot of really strong Structures (Old Ironworks, old Torment Creek and all this stuff).
Killers were at their strongest pre-CoH. When CoH was released, Killers were weaker. But now with all the changes happening in the big Perk-Update, Killer really is the easiest it has ever been.
If you suck, this is on you. Just accept it or try to improve. But dont blame the game for your lack of Skill (as little skill is needed in DBD...).
Also, what I find funny - before the Solo-QoL-Change, Killers were always saying that they go against SWF all of the time. But now this does not seem to be the case, now the Solo-Buff is the evil thing. Which should not matter if you go against SWF all the time...
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Dont worry, the Chat Filter is just super bad. It also does not really follow any logic, it just censors a lot of stuff pretty randomly. A single "gg" gets censored as well sometimes.
(Let alone that it should be possible to disable the Filter...)
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DBD is the easiest it has ever been for KIller (really, if you dont win with massive Slowdown and/or Top Killers, it is a "You"-problem) and people really complain about a Generator-Icon. Yikes.
You lose your games because you are bad. Not because Solo Survivors can see what SWFs know since the beginning of the game.
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If you run STBFL, Jolt is probably better.
However, I would not run Overcharge or Jolt and I would also not run STBFL. You should make Hits with your M2 and not M1.
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Yeah, it is shocking to see how many Survivors are actually at least inefficient, but sometimes even idle.
I had a Kate yesterday who did not touch a single Gen for the first four minutes of the game. In fact, her Icon did not show anything, meaning she was running around for 4 minutes doing absolutely nothing.
Also saw a Survivor yesterday who kept cleansing Dull Totems, which is already a waste of time. Even worse, this person had Calm Spirit... So they spent even more time on a pointless activity.
And when the feature went live, I had one situation where I was on Death Hook and being chased, one Gen to go. I have Adrenaline, so ideally I want to see 3 Gen-Icons. I have seen none, I have seen Healing-Icons, because two of the other 3 Survivors were injured and they decided it is smarter to first heal (two were not hooked at all, one was hooked once)... Was kinda heartbreaking.
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I was waiting for the first Thread a la "Killers are leaving the game!!!" once the bonus is on Killer more than once a day. But if Survivors had the Bonus all the time, they needed to adapt.
Classical DBD-Forums.
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Deathslinger. I have fun playing him, but I am really bad at FPS, so I am not really that good with hitting shots. But he is fun to play for me.
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Personally, not a big fan of it. The reason why Nemesis only has two Zombies are technical reasons, because more might cause issues (bad Performance). With 2 Zombies, there are 7 Entities in total in a Trial. In a 2v8 there would be 10 Entities, or even 14, if both players are running Nemesis (and even if that would not be possible, it could reach 13 with a Nemesis + Knight Combo).
Performance would be really bad.
Also, it would be a pain to balance it. You would need to double basically everything, Ideally you would play on Maps which are doubled in size, because you need to have more Gens than 7 in total AND you need more ressources.
Then there are probably some Killer Combos which would be really hard to balance out. And overall, I think this mode would probably not be played by Solo-Survivors - why would anyone want to deal with 7 potential Potatoes instead of 3? So most likely only SWFs would play that mode (either bigger SWFs and a small group of Solos, or full 8 person-SWFs). And we all know how much Killers love to go against their favorite Scapegoat.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331577#Comment_3331577
Or it's greater than Survivor mains want to admit.
It really isnt. As I said to the other Dude, just do the experiment yourself, play with some friends with and without Comms and you will not notice much difference.
Even Killer Main-Streamers are saying that the strength of SWF is to have consistently 4 good players instead of having to rely on the Matchmaking to give you good players in your team.
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Yeah, a shared Pool for Items and Offerings would make sense. Same with a shared Pool with all Offerings for Killer. Like, I still have over 50 Event Cakes on my Hag and I will never play her, but I could totally use all those Cakes on other Killers.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331728#Comment_3331728
Well it also seems to be an intentional part about deep wound. The lower the timer goes the more it makes it harder to see things and also a way to warn you.
The thing is, it also gets darker when the timer does not go down. Originally, what you said is true, when Deep Wound was introduced with Legion, the timer went down far more often than nowadays and the more it went down, the darker the screen became.
However, since the timer does not really go down anymore, there is not really a reason for the screen getting darker over time. (Except when it really goes down)
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331577#Comment_3331577
Aven, why do you even bother to comment to me on this topic anymore?
We both had this discussion multiple times, you downplay comm influence and I say it does have influence. How about we ignore each other on this topic, hm?
I won't convince you or even bother to anymore and you sure as hell won't convince me.
Oh, I always have some hope that even the most stubborn people realize that they are wrong. :)
You can even run an experiment - take 3 people and play with them for 2 hours on Comms and then play with them 2 hours not on Comms. And you will roughly have the same results (you can even throw in some Map Offerings each time to try to remove a bit of RNG).
Main strength of SWF is removing the RNG of your teammates. 4 strong players together are the strong thing about SWF, not them being able to talk to each other.
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I agree that they should have searched for a different solution, but IMO was it fine to change it back, because the Merciless Storm/Pain Res-Combo was way more annoying.
And in general, it is not that hard to counter Dead Mans Switch, sad thing is that many Survivors are just not doing it. But letting go of a Gen to avoid it is reasonable IMO.
(Other than Eruption, where it is unreasonable)
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331483#Comment_3331483
I always find this quote funny.
it's a problem when it messes with the"immersion" but not when it has a not insignificant influence on the balance.
The impact of Voice Communication is much smaller than Killer Mains like to pretend.
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@DudelPuma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331359#Comment_3331359
and im Main Survivor with 8k+ hrs over 4yrs playing dbd but i dont begin to lie about facts in dbd, i can quiet and play everyday swf with friend and abuse it... if you say that "you cant nerf swf" then buff solo q (example giving action buff) and then buff killer too, but that's not allowed either :DD I don't care if one or the other happens, but it can't stay that way the SWF is much much stronger than solo q and killer, btw swf nerfs would only hurt the people who "tryharden" those who play with friends just want to have fun and have a good time together, so i only see cheap excuses and only cries from people abusing the free aura reading perks, and on top of that the matchmaking doesn't work properly on a swf (you get killer who are much more below your level)
my little dude, can i ask you how many hours do you actually has ?
Arent you a Streamer? Because I know your name, a Streamer has the same name as you.
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@Riski said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330627#Comment_3330627
I would say it's an issue not due to efficiency but due to commitment. Being able to reliably and repeatably do gens in that little time with two people leaves little room for the killer the defend the gen or interrupt it. Unlike toolboxes, the perk has no upper limit on how much it can be used but unlike resilience or fast track, it can be used right out the gate. If it only worked early due to having capped usage or late due to needing to be earned, which could be a funny play on words given its name, I wouldn't mind it or if it was a little slower but doing a gen in that time repeatably is a bit much. Maybe it's a play-style thing and against other players it's not too bad but it's not something you can exactly adapt to in a match because you never have a solid idea on if they have it unless it's too late. Hyperfocus is inconsistent when you try to use it due to needing to get skill checks, resilience doesn't work early game and toolboxes have limited use, prove doesn't really have any of these things though. Not saying it's the end of the world biggest problem ever but suggesting it gets changed isn't unreasonable. I will say however, it's a perk that is useful for breaking 3 gens which I can appreciate being in the game.
I just have to ask this:
Do you know that there is a penalty for both Survivors when they repair a Gen together? And Prove Thyself just removes the Penalty and does NOT grant extra progress?
Really, asking because I have seen many people who did not know this.
@Topic:
Prove Thyself is really not a problem. For the Killer it is better if two Survivors are on one Gen with Prove Thyself compared to two Survivors on two Gens without it. The main reason why people bring Prove Thyself are just Bloodpoints, you cap out on Objectives pretty fast with it. Especially now that the BP-Gain has been buffed to 10k overall in Objectives.
I would say, if you remove the Speedboost (or rather: negation of the penalty), you would still see a lot of Prove Thyselfs. If you would keep the Speedboost, but remove the BPs, you will probably remove the Perk from the Loadouts.
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Some people will say that it is your fault, however, I have played two games on new Eyrie where the Killer (1 Knight and 1 Nemesis) did refuse to go out of the 3-Gen Area at all. If the Killer really wants to defend their 3-Gen from the start, there is not really anything the Survivors can do. Sure, they can 99 the other Gens, but this does not help because for the escape it is irrelevant if 4 or 0 Gens are done.
As already written by @Gamali , this is a common occurence on reworked Maps. IMO they should either settle for shrinking the Maps OR moving Objectives closer together, but not both. (If they feel they need to do it of course)
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@Phasmamain said:
Didn’t wake up get kill switched for the same reason (Increasing all action speeds) or was that only on the test server?
Nope, back in the day the Killswitch did not exist and it would have been more complicated to deactivate it.
Wake-Up was killswitched when it caused Killers to crash.
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@indieeden7 said:
Honestly wish they'd just limit it to 1 gen in the main hall at this point, ever since the rework that Mao has been the new 3 gen central
This.
Two Gens in the Main Hall is just stupid, especially because at least one other Gen will be quite close nearby. Gameplay basically resolves only around the Main Hall, if the Survivors manage to do one or better both Gens in the Hall, they might win. If not, the Killer will win.
This is btw. a recurring thing with recent Map Reworks - the Maps tend to spawn 3-Gens a lot.
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@Emoba said:
DS wouldn't fit DBD at all.
A Survivor-only Chapter would always be possible. Not that I want one of those.
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@Bwsted said:
So, are you telling Mikaelas are actually going to do gens now, or will they find another way to be useless?
Probably not. I still see people using Self Care to heal for over 40 seconds (or even more against Sloppy Butcher). So there will always be Survivors who will bring CoH and do nothing but blessing the Totem.
@Topic:
I dont think that Circle of Healing is that good to be honest. Because often enough I see Survivors reblessing their Totem just to change location, probably because blessing gives quite a lot of BPs. But most of the time I feel that the time spent on a Boon is better spent on a Gen. And there have been more than one occasion where I was on Death Hook, got chased with 1 Gen to go and instead of doing a Gen, one of my healthy teammates set up a Boon...
Furthermore, depending on how much they nerf CoH (again), they might as well call Boons a failed concept. We have 4 Boons so far, only one of them has actually been good (even tho, Shadowstep is not that bad, but Exponential and Dark Theory are shockingly bad). If they nerf that one Boon too much, we have a whole bunch of Perks which are not worth taking at all and then they could have just saved the time working on them. (I know that someone will compare them with Hexes, but at least Ruin got to be around for multiple years and being good, while CoH is nerfed quite a lot for its relatively short existence)
But maybe the only nerf happening to it is that it does not work on multiple floors, which would be a fair nerf.
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@Gamall said:
Have HUD icons already become the new excuse for killers to justify their inefficiency in playing games? So soon already?
Yep. It is never their fault. We all know that.
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@Saiph said:
This forum really likes exaggerating, but calling solo queue survivors "omniscient" because they can see icons is a whole new level lol.
I guess killers should be called hackers too because they can see things like gens location and loud noise notifications right?
I wish people making this kind of posts would share their survivor gameplay. OP please play ~10 matches of solo queue then come back and tell us how much you are in love with the survivor role again. Especially curious how you can exploit the omniscience information when tyour teammate is getting facecamped.
"I wish people making this kind of posts would share their survivor gameplay."
I wish they would share their Killer-gameplay because I am very sure that it would show immediatly that not the Icons are the problem. But once again, DBD-players are unable to say "Hm... Maybe I did not play THAT well during that match...", but go for some scapegoat. In this case - Icons which show that the other Survivors are doing nothing...
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Regarding Eruption:
The new HUD does not help to counter it at all. Unless you say that the counter is to let go of a Gen once a Survivor is injured and while they are being chased (or even when a chase starts in case it is an Instadown-Killer). Because this is not a counter, since potentially you will spend more time doing nothing to avoid the effect which forces you to do nothing. Furthermore, the Survivor in chase can have the best chase of their life or use any ressource available, which will only be bad, because this does not matter if nobody is doing Gens.
Obviously you can say the counter to Eruption would be to let go of a Gen once a Survivor is chased and that Survivor needs to let themselves downed immediatly. But we all know that this would be super-stupid.
Also, regarding SWFs and Solos... Hens wrote this on Twitter:
"It's funny how the best comp teams have trouble playing around eruption with comms and people talk like it's so insanely easy."
So... Even with the HUD-information, Eruption is problematic and just unhealthy. And clearly not a knee jerk-Reaction, they should have nerfed it months ago or even not let it get past playtesting.
Regarding Pain Resonance/DMS:
BHVR already wanted to get rid of this combo, but they brought it back because there was an even worse Combo with Merciless Storm and Pain Resonance (when the Gen hits Merciless Storm and Pain Res hit it, the Merciless Storm-Skill Checks continued). So they wanted to get rid of it anyway.
Furthermore, it was already counterable before. First of all, you have a split second to let go when you see the Survivor getting hooked. But even if you dont do that, even before you saw that the Survivor was being carried because their Aura disappeared AND their Bleed Out-timer was paused (the latter is even seen when Blindness is in play).
And from my experience, more than enough Survivors still dont know to let go of a Gen early enough to avoid Dead Mans Switch.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328911#Comment_3328911
The current TR visual (in SC) actually gives MORE information that just hearing a TR...which is a problem. It lets you know exactly at the split second the killer is getting closer or farther. You instantly know if the killer is giving up chase. You instantly know if you're gaining distance on the killer. All of that is gained from the visual TR where people not running the visual TR would normally have to look backwards at the killer to keep tabs on them or have line of sight. Volume changes are too subtle to pick up on meter by meter "is he closer or not", but the current visual is. That's a problem. If it becomes a global setting, then EVERYONE will be turning this visual on to gain more information that they would have if they turned it off.
To address this, the TR visual needs to either be segment based where it fills or removes segments of an indicator (so you know generally if he is closer or further instead of EXACTLY how close the killer is), or should have a sort of glow that fluctuates...growing brighter the closer the killer is.
Just like listening to the TR now, you have to determine if he's actually getting closer or not by a large volume change. Pixel perfect information removes the need to try to gauge how close the killer is.
There is no way to know that the visible Terror Radius will grant more information than the audible Terror Radius. The only thing Spine Chill gives more information is because it is a band-aid until BHVR implements their own solution, since Spine Chill was used as a way to know the Killer is nearby by players who have hearing-issues. But their initial Rework would have removed Spine Chill for that purpose, so they created the current version as a band-aid.
So I would not factor this too much.
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Probably toxicity. People would be blamed for playing with friends (which happens already, but it would probably happen even more often), because a Killer player can only lose because of SWF, it cannot be because of own mistakes. I also only lose against SWFs, the 20 Hatchets I miss as Huntress are not the reason.
Surely it would also be used as an excuse. Even tho, it would be funny to see those Killer Main-Streamers who say they go against Top Tier SWFs all the time seeing how many Solos they actually get.
But yeah, it is probably to avoid an uptick in toxicity. I would not mind if I see it or not, I dont really care that much. 4 strong Solos can beat a Killer in roughly the same manner like a strong 4 man-SWF, the difference is just that the 4 Solos need to get good RNG to get a team full of strong Survivors while SWF removes this RNG. (But only if those are good, the number of casual SWFs or SWFs who are mediocre at best is also way higher than the number of really strong SWFs...)
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@JustWhimsical said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329053#Comment_3329053
I still don't really understand why they nerfed self-care so hard lol, but I don't want them to revert to botany. I love new botany. It's so much faster. Though I guess to give it like a 25% efficiency boost instead of making it 50% less efficiency.
Self-Care was one of the Perks which just got nerfed for the sake of nerfing. It was already a pretty bad healing option, now it is even worse (which does not prevent people from bringing it and heal for over 40 seconds at baseline..) or has to be paired with Botany Knowledge.
Regarding Botany Knowledge - IMO the efficiency debuff was not needed. The thing is, they wanted to reduce the efficiency with Medkits to slow down Healing Speeds with them, which would have been faster with Botany Knowledge.
However, IMO they should just cap healing Speeds to a minimum time required (same with how much Slowdown a Killer can bring). So that you can still use Perks with Medkits, but avoid things like 4 second Self-Heals when you stack all the Healing-Stuff. This would also mean that individual Perks can be stronger, because pairing them with other Perks will not grant insane Healing Speeds.
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@Iron_Cutlass said:
I really do hope that BHVR does give both sides an equal area of footing if they do tweak perks. Ive seen a lot of people complain about Dead Hard and Eruption, so I hope both are looked at and treated equally (I just really dont want to see the forums blow up with community discourse).
Of course, Ive just given up and accepted both perks in normal gameplay, but Id like to see how the community handles it. But it's nice to hear that BHVR hears what we are saying.
I mean, balancing does not mean that both sides need to be hit equally like "1 Perk from Killer, 1 Perk from Survivor". Personally, I think DH is fine. The main complaint all the time was "DH for distance" and this is gone. That the Perk is used a lot does not make it problematic.
However, both sides will get a few Perks changed and I also hope that they revisit some of the Perks they already changed. E.g. I would be happy if they return DS to 5 seconds or make Ruin or Iron Will worth using (IMO Ruin disabling when someone is dead while staying at 200% regression and Iron Will reducing Grunts of Pain by 100% while making perma-exhausted would be great, but I dont think BHVR agrees on that...).
But what I really fear is that they nerf even more Perks just for the sake of removing them from the Meta, like they did with the first Perk Rework (e.g. DS was fine after deactivating in Endgame, Ruin would have been fine with one of the Nerfs as written above, PGTW did not really need a change (even tho, in retrospect with all the other Gen-Kicking Perks I am quite happy to not see PGTW in it as well...))
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So you want Survivors to not bring any Boon-Perks anymore so that they have even less to do aside from doing Gens?
I mean, sure, CoH can be useful, but from what I have seen, many Survivors are using it in a stupid way like reblessing their Boon (probably because blessing grants a lot of points) or just setting up a Boon instead of doing the last Gen, etc....
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The problem is, a Terror Radius is not directional. So at most, you will have an icon with different intensity, which shows that you are in the Terror Radius, but not where exactly the Killer is.
Breathing and Footsteps are directional tho. So those would need to be added like this if you want to even out the chances. And an directional indicator of breathing and footsteps would be really strong, even for people who hear just fine.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328537#Comment_3328537
Then it shouldn't be left as an optional accessibility choice, should be enabled by default, and then balanced around.
I'm just saying, it is possible that an accessibility option could provide a competitive edge without harming gameplay some other way, so it's worth baring in mind that it might have to stop being an option.
Why should it be enabled by default? I am hearing just fine, I dont want something popping up when I am in the Terror Radius.
And from what I read, it sounds more like something which pops up when you are in TR, but you have to locate the Killer yourself - same with the audible Terror Radius. You are just trying to find a point why an accessibility-feature might be bad, while it should have been implemented long ago already.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328325#Comment_3328325
Why is erruption unhealthy?
You cant be serious right now.
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@TigerSnake said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327273#Comment_3327273
Oh yes, because 10 extra seconds for gens and 10% increase to actions was a huge help to killers like Trapper and Pig.
You can only help those Killers by buffing them directly. You will not make Trapper strong with a general Killer-Buff, because general Killer-Buffs have to be minor.
But honestly, 6.1.0 was very impactful and made playing Killer a lot easier (even easier than Killer pre-CoH).
@Topic:
I guess that if the Devs think that it is needed, they will buff Killer. But I dont see much impact by the symbols, because the strength of SWF was always that you can filter out the bad players. But this does still not happen in SoloQ. Yes, there is more information, but as long as SoloQ is RNG and you might get good teammates or bad teammates, those information do not change much. Even if I know that Killer Mains really want to pretend that Killer is getting hard now.
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Honestly, this is more because more people are now playing Boil Over with the Wiggle-Change. The Wiggle-Change in itself does not really influence the Killer that much. I was worried about that so I tested it out on the PTB. The 20% alone did not really have an Impact, the 80% of Boil Over however were impactful (with and without the wiggling, the latter one tested on the Live Server again).
I would guess there is a spike in Boil Over-Users now because of the Wiggle-Change, but this should solve itself relatively quickly. The wiggling in itself is not problematic IMO.
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8068 hours according to Steam. I think I played World of Tanks more than DBD (playing World of Tanks since 2012, with breaks), but if I make a rough estimate (battles x average time in a game), I get a smaller value. So DBD is probably my most played game.
Other than that, The Binding of Isaac Rebirth with 1140 hours, Binding of Isaac (original) 400 hours. And the rest is only a bit over 100 (stuff like Elden Ring, Dark Souls 1/2/3, Code Vein...).
Even tho, a Browsergame I played for a very long time might be my most played game, but impossible to find out how many hours I spent on that.
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"extremely powerful in the hands of decent players"
Hot take - if you are a "decent player" you would not need those Icons in the first place, you would know when to do what and be efficient.
However, those Icons will not help the bad players to be more efficient. IMO the only things that should pop up are:
- Gen Symbol
- Chase Indicator
- Healing Icon (if needed)
If anything else pops up or even worse nothing is shown, this means that the Survivor is not efficient. And there are far too many of those that it would actually matter to see what they are doing.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326705#Comment_3326705
No we won’t. Killers like Spirit and Deathslinger permanently disappeared. Nurse will be no different.
I mean, I would be happy if every Killer-player overreacts once again and never plays Nurse. But I know that this wont happen. So dont give me hope.
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@sanees said:
it's a too sad that there is no perk in the game that completely destroys the game from 3 generators (potential energy)
Potential Energy is a Noobtrap. Seriously, not only do you have Survivors who straight up dont repair Gens, but then you have Survivors, who repair Gens, but dont repair them.
Yes, if a full team decides to equip Potential Energy, they can break a 3-Gen. But you should know how unrealistic this is.
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I am using BBQ, Lethal Pursuer, Floods of Rage and Shadowborn on Blight. If you want to have a stronger Build, you can replace anyone of those with a Slowdown-Perk, but IMO at least Lethal Pursuer is a must when it comes to Blight, because you are basically in a chase 5 seconds after the match started.
For Add Ons, the strong stuff are Alchemist Ring, Adrenaline Vial, Blighted Crow/Rat, Compound 33, Compound 21... And probably others as well, Blight has good Add Ons across the board.
If you just want to get around, Adrenaline Vial and Blighted Crow are probably the best. But in general, they are some of his best Add Ons, so they will also be very useful for getting hits.
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For Killer: Anything with Eruption.
For Survivor: I dont mind anything when I play Killer. But when I play Survivor, I just hate to see Self-Care and Urban Evasion.
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Sure that this is related to the new Skin? My friend uses the Prestige-Skin on her and he told me that she was also loud with this.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326759#Comment_3326759
Which is exactly why they need to have perk categories that limit how many types of perks you can bring from one category. It should be two max. You can add second chance perks to this rule too if it stops killers from crying. No more DS, Off The Record, Dead Hard, Unbreakable stacking either. I think the game would be more fun for everyone if it had more of a skill element and less of a reliance on who brings the most broken build.
I dont really know about Perk Categories, because I think it will be hard to categorize Perks. Like, I would not cound DH a second chance-Perk, while others would do that. And even IF we have categories, some Perks would just be way stronger than others, so you would still see the same Perks all the time and probably even less variety (lets say, Killers are limited to 2 Aura-Perks. I play 3 on my Nurse (BBQ, Lethal Pursuer, Floods or Rage). Neither of them is problematic, but one of them would be removed completely, which means I might use a Slowdown-Perk, which lowers the variety overall).
I think there should be point systems. That a character can only take a certain number of Perk Points and each Perk has a specific number of Points. So lets say, 16 points for Survivors, the most Points on a Perk are 5 points. So you can either run 3 5 Point-Perks and have to run a weak 1 Point-Perk in your 4th slot, or you can go for 4 4 Point-Perks (or something in between).
For Killers, the points can differ, e.g. strong Killers like Nurse or Blight get less than 16 points, weak Killers like Trapper or Clown get more than 16 points. So that Nurse players cannot play 4 of the strongest Perks, but Trapper players are easily able to do so.
(Obviously, all numbers are just examples)
However, the problem here would be that BHVR would need to define point limits (which might be the easier job), but also would need to give Perks points (which is very hard I would guess).